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2D Map Design

Souls-like Level Design Study — Nonu

Created as a level-design test for Nonu, not development work on the released game.

Crystal Zone — Final Version (V2)
01 / DESIGNING FROM CONSTRAINTS

Design Brief

This level-design exercise was created for a 2D Souls-like project with explicit traversal, combat, checkpoint, shortcut, and progression constraints. The goal was to design vertically connected levels with branching and reconverging routes, optional exploration, and readable main progression.

2D Souls-likeVertical connectionsBranching & reconverging pathsReadable main progressionOptional reward / lore routesShortcutsSparse checkpoints / bonfiresCombat-oriented structureBiome-specific traps & gameplay
02 / CHARACTER METRICS

Movement Constraints

Grid unit
1 unit = 32 × 32 px
Player height
7 units
Clean jump
8 units
Climb jump
12 units
Maximum horizontal jump
14 units
Horizontal displacement near apex
Maximum 9 units
Fall damage
Begins after approximately one full-screen fall distance
Camera
1920 × 1080
No slopesNo one-way collisions

Combat spaces require wider, stable horizontal areas, while traversal sections can use tighter vertical movement and platforming.

03 / A REPEATED GAMEPLAY RHYTHM

Core Pacing Logic

  1. 01Traversal
  2. 02Combat
  3. 03Exploration
  4. 04Checkpoint / Shortcut
  5. 05Next Loop

I used the brief’s recurring rhythm of traversal, combat, exploration, and periodic checkpoints as a pacing framework for both levels.

04 / INITIAL LAYOUT → EXPANDED FINAL LAYOUT

Level 01 — Monk Area

The initial Monk layout established the biome, major traversal beats, and main progression path. The final version expanded it into a longer, more interconnected level with greater room for branching, vertical movement, combat pacing, and shortcuts.

Monk Area — Initial Version (V1)
INITIAL VERSION
  • Shorter overall route
  • Core traversal structure established
  • Biome ideas and major spaces defined
FINAL VERSION
  • Longer overall route
  • More interconnected progression
  • More opportunities for branching
  • More vertical traversal
  • More room for combat pacing and shortcuts

FINAL VERSION / V2

Monk Area — Final Version (V2)

Traversal Metrics — Monk

Platform heights and gaps were checked against the provided movement metrics rather than placed purely by eye. This initial-version study documents intended jump distances and vertical traversal relationships during development.

Clean jump — 8 unitsClimb jump — 12 unitsHorizontal reach — 14 units
Monk — Development Metrics — Initial Version
05 / INITIAL LAYOUT → EXPANDED FINAL LAYOUT

Level 02 — Crystal Zone

The Crystal Zone underwent a larger structural expansion. The first pass established the main route and biome-specific ideas; the final version increased route depth and connectivity while preserving a readable primary progression path.

Crystal Zone — Initial Version (V1)
INITIAL VERSION
  • Shorter route structure
  • Main progression established
  • Biome mechanics and major traversal beats introduced
FINAL VERSION
  • Expanded route length
  • Increased connectivity
  • More opportunities for optional paths
  • Stronger vertical layering
  • More room for combat and shortcut structure

FINAL VERSION / V2

Crystal Zone — Final Version (V2)

Traversal Metrics — Crystal Zone

As the Crystal Zone expanded, traversal spacing was re-evaluated against the same movement constraints. These height maps document platform relationships, jump ranges, and route accessibility across the initial and final versions.

Clean jump — 8 unitsClimb jump — 12 unitsHorizontal reach — 14 units
INITIAL METRICS / V1
Crystal Zone — Initial Metrics (V1)
FINAL METRICS / V2
Crystal Zone — Final Metrics (V2)
06 / CONNECTING THE LOOPS

Routes, Branching & Shortcuts

The maps were designed around a readable critical path with branching routes that reconverge into progression. Wider horizontal spaces support combat-heavy moments; tighter passages and vertical sections support traversal challenges and optional exploration. Shortcuts and sparse checkpoints were considered as ways to reconnect distant areas and shape repeated loops.

Readable main pathBranch & reconvergeOptional reward / lore routesShortcutsCombat spaceVertical traversal